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Merge "(Automated Tests) Sync with core tests" into devel/master
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
image
/
image-visual.cpp
diff --git
a/dali-toolkit/internal/visuals/image/image-visual.cpp
b/dali-toolkit/internal/visuals/image/image-visual.cpp
index
d4d7e19
..
54527de
100644
(file)
--- a/
dali-toolkit/internal/visuals/image/image-visual.cpp
+++ b/
dali-toolkit/internal/visuals/image/image-visual.cpp
@@
-728,6
+728,7
@@
Shader ImageVisual::GetImageShader( VisualFactoryCache& factoryCache, bool atlas
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
}
}
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
}
}
@@
-737,6
+738,7
@@
Shader ImageVisual::GetImageShader( VisualFactoryCache& factoryCache, bool atlas
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
}
}
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
}
}
@@
-747,10
+749,11
@@
Shader ImageVisual::GetImageShader( VisualFactoryCache& factoryCache, bool atlas
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
}
}
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
}
}
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+
return shader;
}
return shader;
}